forked from ShrimpSquad/SpaceGame
Removing binaries, DDC, Intermediate, and Saved from repo.
This commit is contained in:
parent
af106b1bbc
commit
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{
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"BuildId": "47537391",
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"Modules":
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{
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"SpaceGame": "UnrealEditor-SpaceGame.dll"
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}
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}
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{
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"ConfigurationsAndPlatforms": [
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{
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"Configuration": "DebugGame",
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"Platform": "Win64",
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"Target": "Editor"
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},
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{
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"Configuration": "DebugGame",
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"Platform": "Win64",
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"Target": "Editor"
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},
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{
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"Configuration": "DebugGame",
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"Platform": "Win64",
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"Target": "Editor"
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},
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{
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"Configuration": "DebugGame",
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"Platform": "Win64",
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"Target": "Game"
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},
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{
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"Configuration": "DebugGame",
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"Platform": "Win64",
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"Target": "Game"
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},
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{
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"Configuration": "DebugGame",
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"Platform": "Win64",
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"Target": "Game"
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},
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{
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"Configuration": "Development",
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"Platform": "Win64",
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"Target": "Editor"
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},
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{
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"Configuration": "Development",
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"Platform": "Win64",
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"Target": "Editor"
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},
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{
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"Configuration": "Development",
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"Platform": "Win64",
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"Target": "Editor"
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},
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{
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"Configuration": "Development",
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"Platform": "Win64",
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"Target": "Game"
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},
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{
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"Configuration": "Development",
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"Platform": "Win64",
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"Target": "Game"
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},
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{
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"Configuration": "Development",
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"Platform": "Win64",
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"Target": "Game"
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},
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{
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"Configuration": "Shipping",
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"Platform": "Win64",
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"Target": "Game"
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},
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{
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"Configuration": "Shipping",
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"Platform": "Win64",
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"Target": "Game"
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},
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{
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"Configuration": "Shipping",
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"Platform": "Win64",
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"Target": "Game"
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}
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]
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}
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="17.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Filter Include="Config">
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<UniqueIdentifier>{FA535FFB-25E1-3D20-B416-52F9BE21E06E}</UniqueIdentifier>
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</Filter>
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<None Include="..\..\Config\DefaultEditor.ini">
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<Filter>Config</Filter>
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<Filter>Config</Filter>
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</None>
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<None Include="..\..\Config\DefaultEngine.ini">
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<Filter>Config</Filter>
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|
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<Filter>Source\SpaceGame\Variant_Strategy</Filter>
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</ClInclude>
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</ClCompile>
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</ClInclude>
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</ClCompile>
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|
||||
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|
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||||
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</ClCompile>
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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<DefaultSystemIncludePaths>C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\INCLUDE;C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\ucrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\shared;C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\um;C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt;</DefaultSystemIncludePaths>
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
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float SampleDeviceZFromSceneTexturesTempCopy(float2 UV)
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{
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return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;
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}
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#endif
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#ifndef GBUFFER_LAYOUT
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#define GBUFFER_LAYOUT 0
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#endif
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#if GBUFFER_LAYOUT == 0
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void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
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{
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float4 MrtFloat1 = 0.0f;
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float4 MrtFloat2 = 0.0f;
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uint4 MrtUint2 = 0;
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float4 MrtFloat3 = 0.0f;
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float4 MrtFloat4 = 0.0f;
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float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
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MrtFloat1.x = WorldNormal_Compressed.x;
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MrtFloat1.y = WorldNormal_Compressed.y;
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MrtFloat1.z = WorldNormal_Compressed.z;
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MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
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MrtFloat2.x = GBuffer.Metallic.x;
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MrtFloat2.y = GBuffer.Specular.x;
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MrtFloat2.z = GBuffer.Roughness.x;
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MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
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MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
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MrtFloat3.x = GBuffer.BaseColor.x;
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MrtFloat3.y = GBuffer.BaseColor.y;
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MrtFloat3.z = GBuffer.BaseColor.z;
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MrtFloat3.w = GBuffer.GenericAO.x;
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MrtFloat4.x = GBuffer.CustomData.x;
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MrtFloat4.y = GBuffer.CustomData.y;
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MrtFloat4.z = GBuffer.CustomData.z;
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MrtFloat4.w = GBuffer.CustomData.w;
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Out.MRT[1] = MrtFloat1;
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Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
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Out.MRT[3] = MrtFloat3;
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Out.MRT[4] = MrtFloat4;
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Out.MRT[5] = float4(0.0f, 0.0f, 0.0f, 0.0f);
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Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f);
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Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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FGBufferData DecodeGBufferDataDirect(float4 InMRT1,
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float4 InMRT2,
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float4 InMRT3,
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float4 InMRT4,
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float CustomNativeDepth,
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float4 AnisotropicData,
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float4 SGGXData,
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uint CustomStencil,
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float SceneDepth,
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bool bGetNormalizedNormal,
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bool bChecker,
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bool bForceUnlitOrDefaultLit = false)
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{
|
||||
FGBufferData Ret = (FGBufferData)0;
|
||||
Ret.WorldNormal = float3(0,0,1);
|
||||
Ret.Depth = 0.f;
|
||||
Ret.ShadingModelID = 1;
|
||||
float3 WorldNormal_Compressed = 0.0f;
|
||||
WorldNormal_Compressed.x = InMRT1.x;
|
||||
WorldNormal_Compressed.y = InMRT1.y;
|
||||
WorldNormal_Compressed.z = InMRT1.z;
|
||||
Ret.PerObjectGBufferData.x = InMRT1.w;
|
||||
Ret.Metallic.x = InMRT2.x;
|
||||
Ret.Specular.x = InMRT2.y;
|
||||
Ret.Roughness.x = InMRT2.z;
|
||||
Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
|
||||
Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
|
||||
Ret.BaseColor.x = InMRT3.x;
|
||||
Ret.BaseColor.y = InMRT3.y;
|
||||
Ret.BaseColor.z = InMRT3.z;
|
||||
Ret.GenericAO.x = InMRT3.w;
|
||||
Ret.CustomData.x = InMRT4.x;
|
||||
Ret.CustomData.y = InMRT4.y;
|
||||
Ret.CustomData.z = InMRT4.z;
|
||||
Ret.CustomData.w = InMRT4.w;
|
||||
|
||||
Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
|
||||
if(bForceUnlitOrDefaultLit && Ret.ShadingModelID != 0) Ret.ShadingModelID = 1;
|
||||
Ret.WorldTangent = AnisotropicData.xyz;
|
||||
Ret.Anisotropy = AnisotropicData.w;
|
||||
Ret.NormalDistribution = DecodeNormal(SGGXData.xyz);
|
||||
|
||||
GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
|
||||
|
||||
Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
|
||||
Ret.CustomStencil = CustomStencil;
|
||||
Ret.Depth = SceneDepth;
|
||||
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
|
||||
int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
|
||||
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||||
float SceneDepth = CalcSceneDepth(UV);
|
||||
float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
|
||||
float4 SGGXData = Texture2DSampleLevel(SceneTexturesStruct.GBufferSGGXTexture, SceneTexturesStruct_SGGXTextureSampler, UV, 0).xyzw;
|
||||
|
||||
float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromSceneColorUV(UV),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
|
||||
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||||
float SceneDepth = CalcSceneDepth(PixelPos);
|
||||
float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 SGGXData = SceneTexturesStruct.GBufferSGGXTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
|
||||
float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT4 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromPixelPos(PixelPos),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
uint CustomStencil = 0;
|
||||
float CustomNativeDepth = 0;
|
||||
float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
|
||||
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||
float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
|
||||
float4 SGGXData = GBufferSGGXTexture.SampleLevel(GBufferSGGXTextureSampler, UV, 0).xyzw;
|
||||
|
||||
float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT4 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromSceneColorUV(UV),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
uint CustomStencil = 0;
|
||||
float CustomNativeDepth = 0;
|
||||
float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
|
||||
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||
float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 SGGXData = GBufferSGGXTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
|
||||
float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT4 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromPixelPos(PixelCoord),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#if GBUFFER_LAYOUT == 1
|
||||
|
||||
void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
|
||||
{
|
||||
float4 MrtFloat1 = 0.0f;
|
||||
float4 MrtFloat2 = 0.0f;
|
||||
uint4 MrtUint2 = 0;
|
||||
float4 MrtFloat3 = 0.0f;
|
||||
float4 MrtFloat4 = 0.0f;
|
||||
float4 MrtFloat5 = 0.0f;
|
||||
|
||||
float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
|
||||
|
||||
MrtFloat1.x = WorldNormal_Compressed.x;
|
||||
MrtFloat1.y = WorldNormal_Compressed.y;
|
||||
MrtFloat1.z = WorldNormal_Compressed.z;
|
||||
MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
|
||||
MrtFloat2.x = GBuffer.Metallic.x;
|
||||
MrtFloat2.y = GBuffer.Specular.x;
|
||||
MrtFloat2.z = GBuffer.Roughness.x;
|
||||
MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
|
||||
MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
|
||||
MrtFloat3.x = GBuffer.BaseColor.x;
|
||||
MrtFloat3.y = GBuffer.BaseColor.y;
|
||||
MrtFloat3.z = GBuffer.BaseColor.z;
|
||||
MrtFloat3.w = GBuffer.GenericAO.x;
|
||||
MrtFloat4.x = GBuffer.Velocity.x;
|
||||
MrtFloat4.y = GBuffer.Velocity.y;
|
||||
MrtFloat4.z = GBuffer.Velocity.z;
|
||||
MrtFloat4.w = GBuffer.Velocity.w;
|
||||
MrtFloat5.x = GBuffer.CustomData.x;
|
||||
MrtFloat5.y = GBuffer.CustomData.y;
|
||||
MrtFloat5.z = GBuffer.CustomData.z;
|
||||
MrtFloat5.w = GBuffer.CustomData.w;
|
||||
|
||||
Out.MRT[1] = MrtFloat1;
|
||||
Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
|
||||
Out.MRT[3] = MrtFloat3;
|
||||
Out.MRT[4] = MrtFloat4;
|
||||
Out.MRT[5] = MrtFloat5;
|
||||
Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
FGBufferData DecodeGBufferDataDirect(float4 InMRT1,
|
||||
float4 InMRT2,
|
||||
float4 InMRT3,
|
||||
float4 InMRT4,
|
||||
float4 InMRT5,
|
||||
|
||||
float CustomNativeDepth,
|
||||
float4 AnisotropicData,
|
||||
float4 SGGXData,
|
||||
uint CustomStencil,
|
||||
float SceneDepth,
|
||||
bool bGetNormalizedNormal,
|
||||
bool bChecker,
|
||||
bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
FGBufferData Ret = (FGBufferData)0;
|
||||
Ret.WorldNormal = float3(0,0,1);
|
||||
Ret.Depth = 0.f;
|
||||
Ret.ShadingModelID = 1;
|
||||
float3 WorldNormal_Compressed = 0.0f;
|
||||
WorldNormal_Compressed.x = InMRT1.x;
|
||||
WorldNormal_Compressed.y = InMRT1.y;
|
||||
WorldNormal_Compressed.z = InMRT1.z;
|
||||
Ret.PerObjectGBufferData.x = InMRT1.w;
|
||||
Ret.Metallic.x = InMRT2.x;
|
||||
Ret.Specular.x = InMRT2.y;
|
||||
Ret.Roughness.x = InMRT2.z;
|
||||
Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
|
||||
Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
|
||||
Ret.BaseColor.x = InMRT3.x;
|
||||
Ret.BaseColor.y = InMRT3.y;
|
||||
Ret.BaseColor.z = InMRT3.z;
|
||||
Ret.GenericAO.x = InMRT3.w;
|
||||
Ret.Velocity.x = InMRT4.x;
|
||||
Ret.Velocity.y = InMRT4.y;
|
||||
Ret.Velocity.z = InMRT4.z;
|
||||
Ret.Velocity.w = InMRT4.w;
|
||||
Ret.CustomData.x = InMRT5.x;
|
||||
Ret.CustomData.y = InMRT5.y;
|
||||
Ret.CustomData.z = InMRT5.z;
|
||||
Ret.CustomData.w = InMRT5.w;
|
||||
|
||||
Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
|
||||
if(bForceUnlitOrDefaultLit && Ret.ShadingModelID != 0) Ret.ShadingModelID = 1;
|
||||
Ret.WorldTangent = AnisotropicData.xyz;
|
||||
Ret.Anisotropy = AnisotropicData.w;
|
||||
Ret.NormalDistribution = DecodeNormal(SGGXData.xyz);
|
||||
|
||||
GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
|
||||
|
||||
Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
|
||||
Ret.CustomStencil = CustomStencil;
|
||||
Ret.Depth = SceneDepth;
|
||||
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
|
||||
int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
|
||||
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||||
float SceneDepth = CalcSceneDepth(UV);
|
||||
float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
|
||||
float4 SGGXData = Texture2DSampleLevel(SceneTexturesStruct.GBufferSGGXTexture, SceneTexturesStruct_SGGXTextureSampler, UV, 0).xyzw;
|
||||
|
||||
float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
InMRT5,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromSceneColorUV(UV),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
|
||||
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||||
float SceneDepth = CalcSceneDepth(PixelPos);
|
||||
float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 SGGXData = SceneTexturesStruct.GBufferSGGXTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
|
||||
float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
InMRT5,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromPixelPos(PixelPos),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
uint CustomStencil = 0;
|
||||
float CustomNativeDepth = 0;
|
||||
float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
|
||||
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||
float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
|
||||
float4 SGGXData = GBufferSGGXTexture.SampleLevel(GBufferSGGXTextureSampler, UV, 0).xyzw;
|
||||
|
||||
float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
InMRT5,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromSceneColorUV(UV),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
uint CustomStencil = 0;
|
||||
float CustomNativeDepth = 0;
|
||||
float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
|
||||
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||
float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 SGGXData = GBufferSGGXTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
|
||||
float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
InMRT5,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromPixelPos(PixelCoord),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@ -1,495 +0,0 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
||||
float SampleDeviceZFromSceneTexturesTempCopy(float2 UV)
|
||||
{
|
||||
return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef GBUFFER_LAYOUT
|
||||
#define GBUFFER_LAYOUT 0
|
||||
#endif
|
||||
|
||||
#if GBUFFER_LAYOUT == 0
|
||||
|
||||
void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
|
||||
{
|
||||
float4 MrtFloat1 = 0.0f;
|
||||
float4 MrtFloat2 = 0.0f;
|
||||
uint4 MrtUint2 = 0;
|
||||
float4 MrtFloat3 = 0.0f;
|
||||
float4 MrtFloat4 = 0.0f;
|
||||
|
||||
float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
|
||||
|
||||
MrtFloat1.x = WorldNormal_Compressed.x;
|
||||
MrtFloat1.y = WorldNormal_Compressed.y;
|
||||
MrtFloat1.z = WorldNormal_Compressed.z;
|
||||
MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
|
||||
MrtFloat2.x = GBuffer.Metallic.x;
|
||||
MrtFloat2.y = GBuffer.Specular.x;
|
||||
MrtFloat2.z = GBuffer.Roughness.x;
|
||||
MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
|
||||
MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
|
||||
MrtFloat3.x = GBuffer.BaseColor.x;
|
||||
MrtFloat3.y = GBuffer.BaseColor.y;
|
||||
MrtFloat3.z = GBuffer.BaseColor.z;
|
||||
MrtFloat3.w = GBuffer.GenericAO.x;
|
||||
MrtFloat4.x = GBuffer.CustomData.x;
|
||||
MrtFloat4.y = GBuffer.CustomData.y;
|
||||
MrtFloat4.z = GBuffer.CustomData.z;
|
||||
MrtFloat4.w = GBuffer.CustomData.w;
|
||||
|
||||
Out.MRT[1] = MrtFloat1;
|
||||
Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
|
||||
Out.MRT[3] = MrtFloat3;
|
||||
Out.MRT[4] = MrtFloat4;
|
||||
Out.MRT[5] = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
FGBufferData DecodeGBufferDataDirect(float4 InMRT1,
|
||||
float4 InMRT2,
|
||||
float4 InMRT3,
|
||||
float4 InMRT4,
|
||||
|
||||
float CustomNativeDepth,
|
||||
float4 AnisotropicData,
|
||||
float4 SGGXData,
|
||||
uint CustomStencil,
|
||||
float SceneDepth,
|
||||
bool bGetNormalizedNormal,
|
||||
bool bChecker,
|
||||
bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
FGBufferData Ret = (FGBufferData)0;
|
||||
Ret.WorldNormal = float3(0,0,1);
|
||||
Ret.Depth = 0.f;
|
||||
Ret.ShadingModelID = 1;
|
||||
float3 WorldNormal_Compressed = 0.0f;
|
||||
WorldNormal_Compressed.x = InMRT1.x;
|
||||
WorldNormal_Compressed.y = InMRT1.y;
|
||||
WorldNormal_Compressed.z = InMRT1.z;
|
||||
Ret.PerObjectGBufferData.x = InMRT1.w;
|
||||
Ret.Metallic.x = InMRT2.x;
|
||||
Ret.Specular.x = InMRT2.y;
|
||||
Ret.Roughness.x = InMRT2.z;
|
||||
Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
|
||||
Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
|
||||
Ret.BaseColor.x = InMRT3.x;
|
||||
Ret.BaseColor.y = InMRT3.y;
|
||||
Ret.BaseColor.z = InMRT3.z;
|
||||
Ret.GenericAO.x = InMRT3.w;
|
||||
Ret.CustomData.x = InMRT4.x;
|
||||
Ret.CustomData.y = InMRT4.y;
|
||||
Ret.CustomData.z = InMRT4.z;
|
||||
Ret.CustomData.w = InMRT4.w;
|
||||
|
||||
Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
|
||||
if(bForceUnlitOrDefaultLit && Ret.ShadingModelID != 0) Ret.ShadingModelID = 1;
|
||||
Ret.WorldTangent = AnisotropicData.xyz;
|
||||
Ret.Anisotropy = AnisotropicData.w;
|
||||
Ret.NormalDistribution = DecodeNormal(SGGXData.xyz);
|
||||
|
||||
GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
|
||||
|
||||
Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
|
||||
Ret.CustomStencil = CustomStencil;
|
||||
Ret.Depth = SceneDepth;
|
||||
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
|
||||
int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
|
||||
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||||
float SceneDepth = CalcSceneDepth(UV);
|
||||
float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
|
||||
float4 SGGXData = Texture2DSampleLevel(SceneTexturesStruct.GBufferSGGXTexture, SceneTexturesStruct_SGGXTextureSampler, UV, 0).xyzw;
|
||||
|
||||
float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromSceneColorUV(UV),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
|
||||
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||||
float SceneDepth = CalcSceneDepth(PixelPos);
|
||||
float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 SGGXData = SceneTexturesStruct.GBufferSGGXTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
|
||||
float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT4 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromPixelPos(PixelPos),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
uint CustomStencil = 0;
|
||||
float CustomNativeDepth = 0;
|
||||
float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
|
||||
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||
float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
|
||||
float4 SGGXData = GBufferSGGXTexture.SampleLevel(GBufferSGGXTextureSampler, UV, 0).xyzw;
|
||||
|
||||
float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT4 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromSceneColorUV(UV),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
uint CustomStencil = 0;
|
||||
float CustomNativeDepth = 0;
|
||||
float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
|
||||
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||
float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 SGGXData = GBufferSGGXTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
|
||||
float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT4 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromPixelPos(PixelCoord),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#if GBUFFER_LAYOUT == 1
|
||||
|
||||
void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
|
||||
{
|
||||
float4 MrtFloat1 = 0.0f;
|
||||
float4 MrtFloat2 = 0.0f;
|
||||
uint4 MrtUint2 = 0;
|
||||
float4 MrtFloat3 = 0.0f;
|
||||
float4 MrtFloat4 = 0.0f;
|
||||
float4 MrtFloat5 = 0.0f;
|
||||
|
||||
float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
|
||||
|
||||
MrtFloat1.x = WorldNormal_Compressed.x;
|
||||
MrtFloat1.y = WorldNormal_Compressed.y;
|
||||
MrtFloat1.z = WorldNormal_Compressed.z;
|
||||
MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
|
||||
MrtFloat2.x = GBuffer.Metallic.x;
|
||||
MrtFloat2.y = GBuffer.Specular.x;
|
||||
MrtFloat2.z = GBuffer.Roughness.x;
|
||||
MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
|
||||
MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
|
||||
MrtFloat3.x = GBuffer.BaseColor.x;
|
||||
MrtFloat3.y = GBuffer.BaseColor.y;
|
||||
MrtFloat3.z = GBuffer.BaseColor.z;
|
||||
MrtFloat3.w = GBuffer.GenericAO.x;
|
||||
MrtFloat4.x = GBuffer.Velocity.x;
|
||||
MrtFloat4.y = GBuffer.Velocity.y;
|
||||
MrtFloat4.z = GBuffer.Velocity.z;
|
||||
MrtFloat4.w = GBuffer.Velocity.w;
|
||||
MrtFloat5.x = GBuffer.CustomData.x;
|
||||
MrtFloat5.y = GBuffer.CustomData.y;
|
||||
MrtFloat5.z = GBuffer.CustomData.z;
|
||||
MrtFloat5.w = GBuffer.CustomData.w;
|
||||
|
||||
Out.MRT[1] = MrtFloat1;
|
||||
Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
|
||||
Out.MRT[3] = MrtFloat3;
|
||||
Out.MRT[4] = MrtFloat4;
|
||||
Out.MRT[5] = MrtFloat5;
|
||||
Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
FGBufferData DecodeGBufferDataDirect(float4 InMRT1,
|
||||
float4 InMRT2,
|
||||
float4 InMRT3,
|
||||
float4 InMRT4,
|
||||
float4 InMRT5,
|
||||
|
||||
float CustomNativeDepth,
|
||||
float4 AnisotropicData,
|
||||
float4 SGGXData,
|
||||
uint CustomStencil,
|
||||
float SceneDepth,
|
||||
bool bGetNormalizedNormal,
|
||||
bool bChecker,
|
||||
bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
FGBufferData Ret = (FGBufferData)0;
|
||||
Ret.WorldNormal = float3(0,0,1);
|
||||
Ret.Depth = 0.f;
|
||||
Ret.ShadingModelID = 1;
|
||||
float3 WorldNormal_Compressed = 0.0f;
|
||||
WorldNormal_Compressed.x = InMRT1.x;
|
||||
WorldNormal_Compressed.y = InMRT1.y;
|
||||
WorldNormal_Compressed.z = InMRT1.z;
|
||||
Ret.PerObjectGBufferData.x = InMRT1.w;
|
||||
Ret.Metallic.x = InMRT2.x;
|
||||
Ret.Specular.x = InMRT2.y;
|
||||
Ret.Roughness.x = InMRT2.z;
|
||||
Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
|
||||
Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
|
||||
Ret.BaseColor.x = InMRT3.x;
|
||||
Ret.BaseColor.y = InMRT3.y;
|
||||
Ret.BaseColor.z = InMRT3.z;
|
||||
Ret.GenericAO.x = InMRT3.w;
|
||||
Ret.Velocity.x = InMRT4.x;
|
||||
Ret.Velocity.y = InMRT4.y;
|
||||
Ret.Velocity.z = InMRT4.z;
|
||||
Ret.Velocity.w = InMRT4.w;
|
||||
Ret.CustomData.x = InMRT5.x;
|
||||
Ret.CustomData.y = InMRT5.y;
|
||||
Ret.CustomData.z = InMRT5.z;
|
||||
Ret.CustomData.w = InMRT5.w;
|
||||
|
||||
Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
|
||||
if(bForceUnlitOrDefaultLit && Ret.ShadingModelID != 0) Ret.ShadingModelID = 1;
|
||||
Ret.WorldTangent = AnisotropicData.xyz;
|
||||
Ret.Anisotropy = AnisotropicData.w;
|
||||
Ret.NormalDistribution = DecodeNormal(SGGXData.xyz);
|
||||
|
||||
GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
|
||||
|
||||
Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
|
||||
Ret.CustomStencil = CustomStencil;
|
||||
Ret.Depth = SceneDepth;
|
||||
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
|
||||
int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
|
||||
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||||
float SceneDepth = CalcSceneDepth(UV);
|
||||
float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
|
||||
float4 SGGXData = Texture2DSampleLevel(SceneTexturesStruct.GBufferSGGXTexture, SceneTexturesStruct_SGGXTextureSampler, UV, 0).xyzw;
|
||||
|
||||
float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
InMRT5,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromSceneColorUV(UV),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
|
||||
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||||
float SceneDepth = CalcSceneDepth(PixelPos);
|
||||
float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 SGGXData = SceneTexturesStruct.GBufferSGGXTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
|
||||
float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
InMRT5,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromPixelPos(PixelPos),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
uint CustomStencil = 0;
|
||||
float CustomNativeDepth = 0;
|
||||
float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
|
||||
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||
float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
|
||||
float4 SGGXData = GBufferSGGXTexture.SampleLevel(GBufferSGGXTextureSampler, UV, 0).xyzw;
|
||||
|
||||
float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw;
|
||||
float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
InMRT5,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromSceneColorUV(UV),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||
FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true, bool bForceUnlitOrDefaultLit = false)
|
||||
{
|
||||
uint CustomStencil = 0;
|
||||
float CustomNativeDepth = 0;
|
||||
float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
|
||||
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||
float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 SGGXData = GBufferSGGXTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
|
||||
float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||
|
||||
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||
InMRT2,
|
||||
InMRT3,
|
||||
InMRT4,
|
||||
InMRT5,
|
||||
|
||||
CustomNativeDepth,
|
||||
AnisotropicData,
|
||||
SGGXData,
|
||||
CustomStencil,
|
||||
SceneDepth,
|
||||
bGetNormalizedNormal,
|
||||
CheckerFromPixelPos(PixelCoord),
|
||||
bForceUnlitOrDefaultLit);
|
||||
|
||||
return Ret;
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@ -1,34 +0,0 @@
|
||||
{
|
||||
"Targets": [
|
||||
{
|
||||
"Name": "LiveLinkHub",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\Programs\\LiveLinkHub\\Source\\LiveLinkHub.Target.cs",
|
||||
"Type": "Editor"
|
||||
},
|
||||
{
|
||||
"Name": "DotNetPerforceLib",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\Programs\\Shared\\EpicGames.Perforce.Native\\DotNetPerforceLib.Target.cs",
|
||||
"Type": "Program"
|
||||
},
|
||||
{
|
||||
"Name": "IoStoreOnDemandTests",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\Runtime\\Experimental\\IoStore\\Tests\\IoStoreOnDemandTests.Target.cs",
|
||||
"Type": "Program"
|
||||
},
|
||||
{
|
||||
"Name": "EventLoopUnitTests",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\Runtime\\Online\\Experimental\\EventLoopTests\\EventLoopUnitTests.Target.cs",
|
||||
"Type": "Program"
|
||||
},
|
||||
{
|
||||
"Name": "UnrealEditor",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\UnrealEditor.Target.cs",
|
||||
"Type": "Editor"
|
||||
},
|
||||
{
|
||||
"Name": "UnrealGame",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\UnrealGame.Target.cs",
|
||||
"Type": "Game"
|
||||
}
|
||||
]
|
||||
}
|
||||
@ -1,44 +0,0 @@
|
||||
{
|
||||
"Targets": [
|
||||
{
|
||||
"Name": "LiveLinkHub",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\Programs\\LiveLinkHub\\Source\\LiveLinkHub.Target.cs",
|
||||
"Type": "Editor"
|
||||
},
|
||||
{
|
||||
"Name": "DotNetPerforceLib",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\Programs\\Shared\\EpicGames.Perforce.Native\\DotNetPerforceLib.Target.cs",
|
||||
"Type": "Program"
|
||||
},
|
||||
{
|
||||
"Name": "IoStoreOnDemandTests",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\Runtime\\Experimental\\IoStore\\Tests\\IoStoreOnDemandTests.Target.cs",
|
||||
"Type": "Program"
|
||||
},
|
||||
{
|
||||
"Name": "EventLoopUnitTests",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\Runtime\\Online\\Experimental\\EventLoopTests\\EventLoopUnitTests.Target.cs",
|
||||
"Type": "Program"
|
||||
},
|
||||
{
|
||||
"Name": "UnrealEditor",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\UnrealEditor.Target.cs",
|
||||
"Type": "Editor"
|
||||
},
|
||||
{
|
||||
"Name": "UnrealGame",
|
||||
"Path": "C:\\EGS\\UE_5.7\\Engine\\Source\\UnrealGame.Target.cs",
|
||||
"Type": "Game"
|
||||
},
|
||||
{
|
||||
"Name": "SpaceGame",
|
||||
"Path": "..\\Source\\SpaceGame.Target.cs",
|
||||
"Type": "Game"
|
||||
},
|
||||
{
|
||||
"Name": "SpaceGameEditor",
|
||||
"Path": "..\\Source\\SpaceGameEditor.Target.cs",
|
||||
"Type": "Editor"
|
||||
}
|
||||
]
|
||||
}
|
||||
@ -1,14 +0,0 @@
|
||||
{
|
||||
"Targets": [
|
||||
{
|
||||
"Name": "SpaceGame",
|
||||
"Path": "..\\Source\\SpaceGame.Target.cs",
|
||||
"Type": "Game"
|
||||
},
|
||||
{
|
||||
"Name": "SpaceGameEditor",
|
||||
"Path": "..\\Source\\SpaceGameEditor.Target.cs",
|
||||
"Type": "Editor"
|
||||
}
|
||||
]
|
||||
}
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 48 KiB |
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -1,9 +0,0 @@
|
||||
[CrashReportClient]
|
||||
bHideLogFilesOption=false
|
||||
bHideAllowToBeContactedOption=false
|
||||
bIsAllowedToCloseWithoutSending=true
|
||||
bIsAllowedToSendWithoutDetailedInfo=true
|
||||
CrashConfigPurgeDays=2
|
||||
Stall.RecordDump=false
|
||||
Ensure.RecordDump=true
|
||||
|
||||
@ -1,9 +0,0 @@
|
||||
[CrashReportClient]
|
||||
bHideLogFilesOption=false
|
||||
bHideAllowToBeContactedOption=false
|
||||
bIsAllowedToCloseWithoutSending=true
|
||||
bIsAllowedToSendWithoutDetailedInfo=true
|
||||
CrashConfigPurgeDays=2
|
||||
Stall.RecordDump=false
|
||||
Ensure.RecordDump=true
|
||||
|
||||
@ -1,9 +0,0 @@
|
||||
[CrashReportClient]
|
||||
bHideLogFilesOption=false
|
||||
bHideAllowToBeContactedOption=false
|
||||
bIsAllowedToCloseWithoutSending=true
|
||||
bIsAllowedToSendWithoutDetailedInfo=true
|
||||
CrashConfigPurgeDays=2
|
||||
Stall.RecordDump=false
|
||||
Ensure.RecordDump=true
|
||||
|
||||
@ -1,5 +0,0 @@
|
||||
;METADATA=(Diff=true, UseCommands=true)
|
||||
[/Script/UnrealEd.UnrealEdOptions]
|
||||
UsingXGE=False
|
||||
bExpandCustomClassPickerClassList=True
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -1,28 +0,0 @@
|
||||
;METADATA=(Diff=true, UseCommands=true)
|
||||
[/Script/Engine.GameUserSettings]
|
||||
bUseVSync=False
|
||||
bUseDynamicResolution=False
|
||||
ResolutionSizeX=2560
|
||||
ResolutionSizeY=1440
|
||||
LastUserConfirmedResolutionSizeX=2560
|
||||
LastUserConfirmedResolutionSizeY=1440
|
||||
FullscreenMode=1
|
||||
LastConfirmedFullscreenMode=1
|
||||
PreferredFullscreenMode=1
|
||||
Version=5
|
||||
AudioQualityLevel=0
|
||||
LastConfirmedAudioQualityLevel=0
|
||||
FrameRateLimit=0.000000
|
||||
DesiredScreenWidth=1280
|
||||
bUseDesiredScreenHeight=False
|
||||
DesiredScreenHeight=720
|
||||
LastUserConfirmedDesiredScreenWidth=1280
|
||||
LastUserConfirmedDesiredScreenHeight=720
|
||||
LastRecommendedScreenWidth=-1.000000
|
||||
LastRecommendedScreenHeight=-1.000000
|
||||
LastCPUBenchmarkResult=-1.000000
|
||||
LastGPUBenchmarkResult=-1.000000
|
||||
LastGPUBenchmarkMultiplier=1.000000
|
||||
bUseHDRDisplayOutput=False
|
||||
HDRDisplayOutputNits=1000
|
||||
|
||||
@ -1,4 +0,0 @@
|
||||
;METADATA=(Diff=true, UseCommands=true)
|
||||
[SourceControl.SourceControlSettings]
|
||||
Provider=Git
|
||||
|
||||
Binary file not shown.
Binary file not shown.
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,7 +0,0 @@
|
||||
[52056:51744:0514/120700.733:WARNING:chrome_main_delegate.cc(745)] This is Chrome version 128.0.6613.138 (not a warning)
|
||||
[52056:51744:0514/120700.920:WARNING:account_consistency_mode_manager.cc(77)] Desktop Identity Consistency cannot be enabled as no OAuth client ID and client secret have been configured.
|
||||
[21384:10328:0514/120704.834:WARNING:frame_impl.cc(430)] virtual CefFrameImpl::SendProcessMessage sent to detached frame 5-D2B21A279EED4BDAAB3AA4249DF4D697 will be ignored
|
||||
[52056:51744:0514/120709.107:ERROR:device_event_log_impl.cc(196)] [12:07:08.781] USB: usb_service_win.cc:105 SetupDiGetDeviceProperty({{A45C254E-DF1C-4EFD-8020-67D146A850E0}, 6}) failed: Element not found. (0x490)
|
||||
[52056:51744:0514/120906.100:ERROR:device_event_log_impl.cc(196)] [12:09:06.075] USB: usb_service_win.cc:105 SetupDiGetDeviceProperty({{A45C254E-DF1C-4EFD-8020-67D146A850E0}, 6}) failed: Element not found. (0x490)
|
||||
[38944:48696:0514/121350.850:ERROR:shared_image_manager.cc(224)] SharedImageManager::ProduceSkia: Trying to Produce a Skia representation from a non-existent mailbox.
|
||||
[52056:51744:0514/123401.819:WARNING:pref_notifier_impl.cc(41)] Pref observer for media_router.cast_allow_all_ips found at shutdown.
|
||||
@ -1,4 +0,0 @@
|
||||
[5448:53200:0514/123615.391:WARNING:chrome_main_delegate.cc(745)] This is Chrome version 128.0.6613.138 (not a warning)
|
||||
[5448:53200:0514/123615.598:WARNING:account_consistency_mode_manager.cc(77)] Desktop Identity Consistency cannot be enabled as no OAuth client ID and client secret have been configured.
|
||||
[54680:64008:0514/123620.967:WARNING:frame_impl.cc(430)] virtual CefFrameImpl::SendProcessMessage sent to detached frame 5-4CF6BF1AA2CFFC943FA37A1C8DE8B725 will be ignored
|
||||
[5448:53200:0514/123621.967:ERROR:device_event_log_impl.cc(196)] [12:36:21.639] USB: usb_service_win.cc:105 SetupDiGetDeviceProperty({{A45C254E-DF1C-4EFD-8020-67D146A850E0}, 6}) failed: Element not found. (0x490)
|
||||
@ -1,4 +0,0 @@
|
||||
[45888:76360:0515/161856.194:WARNING:chrome_main_delegate.cc(745)] This is Chrome version 128.0.6613.138 (not a warning)
|
||||
[45888:76360:0515/161856.420:WARNING:account_consistency_mode_manager.cc(77)] Desktop Identity Consistency cannot be enabled as no OAuth client ID and client secret have been configured.
|
||||
[38640:38648:0515/161902.171:WARNING:frame_impl.cc(430)] virtual CefFrameImpl::SendProcessMessage sent to detached frame 5-2838068BB1C13315EF4BCF98B31E7ADC will be ignored
|
||||
[45888:76360:0515/161903.151:ERROR:device_event_log_impl.cc(196)] [16:19:02.828] USB: usb_service_win.cc:105 SetupDiGetDeviceProperty({{A45C254E-DF1C-4EFD-8020-67D146A850E0}, 6}) failed: Element not found. (0x490)
|
||||
File diff suppressed because one or more lines are too long
@ -1,445 +0,0 @@
|
||||
{
|
||||
"version": 1,
|
||||
"changelists": [
|
||||
{
|
||||
"guid": "00000000000000000000000000000000",
|
||||
"description": "Default Uncontrolled Changelist",
|
||||
"files": [
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/C/0O/1806QTY0RWHXI7VEYNRRP2.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/C/3Z/56IS4EKOM61ILIA03DDOIE.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/0/2L/VRC2N9PY52Y85SRSG2FHMU.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/0/TJ/2UFGTFW0MPN1ZGM1111X88.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/B/VC/UQ0QP8K964PS4QSNJXPV0L.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/4/1D/PSECLXLYPR2A2Q6A33VLB7.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/6/8G/F2ODBBVG24RCG84REX2W7H.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/3/P1/UYF520LLE74O4GJRRTUQDO.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/5/YK/JGH17SPN6R2MM3PXQ1KFK8.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/D/36/M15EJLI36EGRHPYDOR4YBP.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/1/X9/S5I3H7Q8D9F0DB6OLIUGDW.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/5/S8/YY5S3Z9BNKU74HTSHSM51K.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/C/KU/GJUM9K11UUEZ6NBFGAVX2Y.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/A/TV/MWLOBK01QK7QSHXID99031.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/7/7Y/NLILLR1GL8QVIWKHD6D6I8.uasset",
|
||||
"D:/Git/SpaceGame/SpaceGame/Content/__ExternalActors__/SpaceGame/Maps/LVL_Prototype/5/5F/VRE3HGC3OW2OGATOU4RRMD.uasset",
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{
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}
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Loading…
Reference in New Issue
Block a user